Skip to content

Units and Missions

Universal rules Decided

  • Every unit belongs to a building (Crashed Ship, Depot, Barracks). No unit is controlled directly; tapping one only shows its status and cargo.
  • Missions are set on the owning building. Basic mission shapes: go to a point, out-and-back, depot A → depot B, gather at a deposit, patrol, escort, attack, recall.
  • Slots and size: a building provides slot capacity; bigger units take more slots. Players choose between quantity and quality (for example, a 4-slot Barracks with 4 Sword Bots, 2 Sword + 1 Gun, or 2 Gun Bots).
  • Units cost no resources. They’re limited by slots and by a build/respawn delay.
  • A destroyed unit rebuilds automatically in its slot after the delay and inherits that slot’s mission.
  • Delays Tentative: Harvester 30 s (decided for the prototype baseline). Trucks longer (60–90 s suggested). Large vehicles longer still. Combat bots not yet set.

Starting units (Crashed Ship) Decided

The ship starts with one each of three units:

UnitRole
Scout DroneExplores
HarvesterGathers resources
Engineering CrewBuilds

The Scout and Harvester work from the first minute. The Engineering Crew has nothing to build until the first 100 Basalite arrives (about 3:20 in the baseline sim), so for the first few minutes only two things are happening. What the crew does before then is Open (see open-questions.md).

Earlier versions had one drone do both scouting and gathering, or added a separate “mining truck.” The designer rejected an overloaded drone and settled on these three.

Scout Drone Decided

  • Flies over all terrain. Fast enough that sending it out isn’t a chore.
  • Missions are always round trips. Range is limited by a round-trip “battery” that recharges at home. Starting range is 150 tiles of flight, so it reaches 75 tiles out, with more range an early upgrade Tentative (tier0-proposals.md).
  • Starts with simple out-and-back. Waypoints, loops and return-to-home come later. Encourage out-and-back exploring rather than patrols.
  • Orders queue Tentative: one given while the Scout is away flies after the ones before it.
  • Can’t be shot down early. Nothing can hit the sky within its starting range, so the first drone can’t be lost.
  • Relatively low field of view. Radar later outperforms it.
  • Discovers deposits. Harvesters never wander into unknown deposits on their own.
  • Investigate Tentative: the crew knows nothing about the planet, so every deposit starts unknown. The Scout flies to a patch and scans it on site, and when the scan finishes the resource is discovered, which is when its story beat plays and explains what it’s good for.
    • Harvesters can’t mine an unknown patch.
    • Scan time depends on the resource: easier ones are very fast, about 15 s; harder ones take longer, up to about a minute.
    • What’s still open is in open question #53.

Harvester Decided

A small, primitive, pickup-sized ground vehicle that combines extraction and transport.

  • Lives in the Crashed Ship (the original) or a Depot (shares Depot slots with trucks and crews).
  • Unloads only at its home building. Never at another Depot.
  • Slow to drive, quick to collect. Distance is the main penalty, which is what makes logistics desirable.
  • Works a 2×2 footprint on a deposit, moving around inside it as an animation. That area is dedicated to it.
    • Only one Harvester collects in a footprint at a time. Others assigned to it wait.
    • Irregular deposit edges mean a footprint may cover 4, 3, 2 or 1 resource cells.
    • Collection rate scales linearly with productive cells: 4/3/2/1 cells = 1.0/0.75/0.5/0.25 per second.
    • The route-assignment UI shows footprints already taken and how many cells each would cover. Duplicates are allowed but cost efficiency.
    • Drills use the same footprint and edge logic.
  • Small noise each, additive in groups. Still far quieter than drills.
  • Never obsolete: a low-noise extraction option for the whole game (remote deposits near hives, quick bootstrap, emergency recovery).

Missions:

MissionBehavior
GatherGo to a designated deposit or hive, fill up, return home, repeat
Patrol & CollectPatrol an area (for example, outside your walls) and pick up only dropped Evolite from dead aliens; go home when full. Never starts mining.

Clearing a hive is a Gather mission on Live Evolite (see noise-and-aliens.md).

Baseline numbers are in balance-and-simulations.md.

Engineering Crew Decided

  • Builds construction ghosts, repairs, and rebuilds ruins.
  • Draws materials from its home network and goes back to restock.
  • Flies over buildings, walls and units, like the Scout, so construction never needs roads Tentative (first-test.md).
  • Lives in the ship at first, then in Depots. Whether dedicated crew facilities exist later is Open.
  • Idle at the start. The ship holds no Basalite, so the crew waits until the Harvester has brought back enough for the first Depot (about 3:20). Filling that gap is Open.
  • After building the first Depot at the chosen base site, the ship’s crew can be reassigned there Tentative.
  • See logistics.md for remote construction.

Logistics Truck Decided

  • Small pickup-style trucks (not semis). Faster than Harvesters (baseline 3 tiles/s versus 1).
  • 2 cargo slots, one stack of one resource each Tentative.
  • Runs depot ↔ depot/outpost routes. Can’t be controlled directly.
  • Unlocked with Logistics research in Tier 1.

Military robots Decided

Robots, not people. That fits the no-population rule and explains free respawns.

UnitTierSlotsWeaponNotes
Sword Bot0 (when aliens are first seen)1Melee swords, no gunsWimpy; patrols, escorts Harvesters, fights weak aliens
Gun Bot1 (Evolite research)2Ranged gunsLarger and tougher; defends industry, attacks hives
  • Barracks missions: patrol an area, defend a structure, escort Harvesters, attack a target (for example a hive), recall.
  • Mixed groups are just a UI convenience: pick any mix of a Barracks’ robots and give them the same mission. Each robot uses its own AI. No formations or squad mechanics Decided.
  • Combat is automatic once a mission is set.
  • Do Gun Bots use ammunition? Open (see combat-and-defense.md).
  • Small bots stay useful after Gun Bots arrive: they cover wider patrols and intercept small threats.

Later unit progression Tentative

  • Military coordination: rally points, wait for full strength (launch an attack only once the whole force has assembled, including respawned units), squad leaders, multi-Barracks coordinated assaults.
  • Automatic patrols that respond to radar contacts. Automatic Barracks dispatch.
  • Bigger trucks, trains, faster crews, specialized scavengers.
  • Tier 3 “automated” trucks and crews are existing units gaining new behaviors, not new unit types.